Use blacklist hotkey long press to get a screen grab. Post it here with your question.
v1.10.0.0 loot failure diagnostics Starting with this revision there is a quick way to check failure-to-loot on the item in-world. Get the item in the crosshair, then long-press the blacklist hotkey for over 3 seconds.
You should get a message printed telling you why the item failed to be looted, player location and detection state, and the item's loot type. The information also goes into SmartHarvestSE.log.
If you can then work out how to fix this in your settings, go ahead. If not, send a screenshot and we will get it sorted. After all, who knows, maybe the mod still has a bug or two...
Problems with autoloot especially mining ore if not playing in English
I've added an article here if you are not playing in English.
Hope this helps, and sorry for being so slow to think about this when people reported problems using CCOR, which I know works.
November 18 2022 v5.0.0 uploaded after conversion to use CommonLibSSE-NG. I have not tested this extensively, but it runs OK as far as I have checked on 1.5.97 binaries. This version should work on any current Steam SkyrimSE.exe. If NG updates to support GOG, then that should not be hard to support. No VR support - there is too much PlayerCharacter usage still unsupported by RE. Experimental VR support added in v5.8.0
April 16 2023 Work round for GOG edition not starting up properly, h/t remizik I'm using the last GOG version of SkyrimSE (1.6.659). I had to use the "All in one (Anniversary Edition)" of the "Address Library for SKSE Plugins", the Special Edition one doesn't work apparently, I get an error on start. Looks like SmartHarvest is started but I can't see it in the MCM (I can see other mods like SkyUI in it) Any idea? Thanks
FIXED ! with the console command "setstage SKI_ConfigManagerInstance 1" (found here : https://old.reddit.com/r/skyrimmods/comments/38cgwe/mcm_not_displaying_mods/ )
Would it be possible to have blacklist and whitelist saved by the settings file?
Nope. What would be feasible would be to export the blacklist and whitelist in Collections file format. I'd probably support this for items only, not CELLs/LCTNs. If people think that is worth doing I can look at inclusion for future release. In the meantime, it's not hard to set this up manually if you know how to use SSEEdit to find FormIDs. A manual approach is preferable to avoid the limits on Form list size in Papyrus, but the items would not be visible in the MCM. Personally I think that's better, as the Blacklist and Whitelist in MCM can then be used situationally instead of for a list of things you always want to exclude. There is a Blacklist sample in the mod shipped file shown here:
Whitelist can be set up via Collections too - in fact that's a more normal use case. See this file:
please explain what this loot transfer is and how to use it
There are two parts to setting this up.
1. Set up any transfer containers you wish to use for excess loot in the supported categories. This is done using long press Pause hotkey on an allowed target. Removal can be done in MCM or by another long press. A target that is currently set for use by an item category cannot be removed and will be greyed out in the MCM.
? If you only want to sell or leave behind excess loot, this step is not necessary.
2. Once your containers are prepared, they can be targeted for transfer using the MCM page below. A category of loot can be limited in inventory using one or both of item count and item aggregate weight limit. The limits apply per-item, not for the entire category. If you set item count to 0, no items will be retained. Exemptions are applied for
Favorites
Quest Items
Equipped
Worn
Player-Enchanted
Tempered
so that those don't get transferred. For player-enchanted and tempered items, this is to avoid reversion to the vanilla form of the item. An item category can also be unhandled as excess (No Limits - the default), or set to Leave Behind, or to Convert to Septims using a configured percentage of the item's value. Using 0% of value works as a delete excess items option.
To manually handle loot that falls into these categories - for example to make a run from a target container to a vendor to sell stuff you decided you don't want to keep after all - you should pause Smart Harvest for a while. Otherwise, items you pick up from the target container will just be sent back there on the next Excess Inventory pass. Excess Inventory rules do not interact with auto-looting at all except when categories are configured to Leave Behind excess items. It should be clear that setting up to Sell excess items, and setting up item limit 0 are both rather final, so use with care. To check the handling of an item or manually dispose of it, Pause Smart Harvest and then use Pause hotkey in the Inventory Menu. This pulls up a menu that allows you to check or dispose of that item.
Got CTD on upgrade? Ugh, sorry. I have not played the game in a while and only have new games to test upgrade with. Send me the crash log. The following steps worked for the person who reported this:
Remove Smart Harvest
Make a clean save and clean it with Resaver
add Smart Harvest back in.
How do I mark a container as a loot transfer destination? Select chest in the crosshair and press Pause hotkey. Press hotkey again to toggle off, or uncheck the container in the MCM. You cannot uncheck containers that are currently selected as Targets for an object type.
OK, so why does my favourite container X not work with the hotkey? Currently the set of possible targets is restricted to be those accessible via crosshair, and only when player is inside a Player House. This was a safe and somewhat intuitive first step. I hope to expand the list of possible targets in future drops. For example, v3.9.0.0 adds containers from the Magic Chest Spell with Multi Linked Containers mod. I am also thinking about how to access configured Target containers in-game or from the Player Inventory Menu. User ideas and input welcome.
When using excess inventory handling, how do I pick up the excess inventory to take it to the store and sell it? Pause loot scanning before you retrieve the container contents. Sell what you want. Unpause loot scanning.
Yes, but Pause/Unpause is broken now Now that Pause hotkey is overloaded for crosshair items, it will no longer pause/unpause if you have anything in the crosshair. The behaviour in that case is either to toggle a valid container on/off Transfer List, or to print a message if highlighted item is not valid for that.
Why are there fewer object types for Excess Inventory? I combined the full list of nearly 30 into 18 buckets to make this easier to scroll through. I hope the categories are intuitive.
Where did loot type light go? Removed. This only included Torch and one other item. They are included in clutter now.
How do I treat known enchantments as normal items? Use new option in the Do this if item is enchanted list. If an item is enchanted with all effects known to player, it can be treated for autoloot purposes as if it's not enchanted, if player desires.
How do I force pickup of ingredients with unknown effects? Use new checkbox option Always take unknown ingredient. If an ingredient has all effects known, autoloot decision uses the regular ingredient rules.
Mod's working again with the latest patch. Guys, make sure you follow the script save clean process. Before following the steps, make sure you disable the mod, start the game, play for some minutes, go inside a house, cave, or building, do a tp using the map, and save your game, now's when you can do the following steps.
Instructions See the Videos section on the Skyrim Special Edition page for more detailed instructions. Getting started:
Unzip the FallrimTools archive somewhere.
Double-click on ReSaver.exe.
Choose your savefile.
You should see a tree structure that has all of the save's script elements.
The #1 thing that most people need is to remove script instances that are not attached to anything.
Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything.
Go to the "Clean" menu and select "Remove Unattached Instances".
Save to a new file.
Load your savefile in Skyrim/Fallout and make sure it's working properly
Thank you for the amazing mod! This is the best QoLife mod for Skyrim! Would you please consider adding a hotkey to easily toggle between "No crime" and "steal everything" modes? So that the player can swiftly switch when going into thieving sprees and trespassing? Right now going into the MCM to toggle between the two modes every time is a bit impractical. Thank you again.
Sorry, but there's not much I can do to help here. The best I can offer is the fact that a known-bad version that failed to load was recently uploaded and quickly replaced seems relevant.
The only thing I found was the skse log that says plugin SmartHarvestSE.dll (00000001 SmartHarvestSE 06020020) couldn't load plugin 1114 (handle 2). The error is that the Address Library for SKSE Plugins is missing, but my game version (1.6.1170.0) is installed.
Are you using MO2? If so please go into the Data tab on the RHS and check SmartHarvestSE.dll is being picked up from where you expect. Screenshot useful.
Oddly enough I seem to be having the same or at least a very similar issue. After installing the latest version, it refuses to load. Reinstalled VC++, manually reinstalled SmartHarvest in case it was a Vortex install issue, no dice. The only difference in log is it's referencing handle 72, not 2. I'm going to mess around with my install and PC itself a bit as well as do a secondary SAE clean install with ONLY Smart Harvest and it's prerequisites added and report back. This mod is too integral to my setup to ditch lol
WeaponSrX, you also on a Windows 10 machine by chance? Sorry to necro this thread two weeks later.
Hey there, thanks for this, I love this mod and consider it core, fundamental gameplay QoL.
When I'm in Drelas' Cottage, I can't seem to set a transferlist target, even if I spawn a safe chest (000F3923, which the console confirms is "Safe"). Any ideas?
Currently only containers in a Player House can be used. This constraint could probably be relaxed, there are definitely other safe-to-store cases. Dynamically-spawned references are specifically excluded anywhere.
first of all, thank you for a very good mod i have a small problem, everything works (incl all settings in mcm) but hotkeys do nothing, U,K,G keys do nothing, not on taps, not on holds, nothing i even changed all keys, saved, restarted the game etc so i cant use the blacklist/whitelist/pause features
Thanks for quick answer, i checked other mods for conflicting keys and i didnt find anything. In fact, other mods that have changeable hotkeys can use those same keys and they work. I also checked if correct dxscancodes are in place in config files (for U,K,G its 34,27,22) and yes they are the same for all mods. Do you want to pursue this further ? I can provide whatever information or log you request. edit : i also tried putting this last in the load order, still no edit : i uninstalled the mod, cleaned save with resaver, reinstalled, now keys work, welp
Hello and thanks again for the longstanding support and quality improvements for this mod. After a long testing session I discovered some issue, which I will open few bugs for. But I also have some investigative questions:
How one would exclude merchant chests from being looted? I tried to find if those world references are somehow excluded, but wasn't able to find anything relevant for the topic. Started from script and went to github as some filter functionality is in the C++ code of .dll, where ObjectReference are checked if valid for loot. Issue I am facing is that while building Blackthorn, merchants don't enable from start depending on what one builds and in what order. And I receive big amounts of money while I was supposed to spend. Might be me interpreting the message I see wrong.
Is there a chance for Missive and maybe other C++ hardcoded mods to be separated into a config or something? External file with name and FormID that we can package with the compressed version of the mod, overwriting default configuration. Prevents us to compress and ESL an otherwise perfectly compressible mod :)
How one would go about squelching all the loot messages from flora/ingredients? I know that is no simple task, because "flora" can be either a FLOR, TREE, ACTI. So much so that MCM doesn't even offer an option to squelch the message. I use an UI were loot is separated from messages, and I want to keep my message be meaningful. I know SmartHarvest is doing it's job, I installed and enabled. I expect it to. Thus those messages are of no importance to me but stand in the way of what I want to see from other mods that is relevant for my gameplay.
How one would exclude merchant chests from being looted?
A combination of heuristics and hard coding https://github.com/SteveTownsend/SmartHarvestSE/blob/cd2f6c2a2ff4d8608f328f16ae7c983f3af6ca25/src/Data/dataCase.cpp#L447 Perhaps Blackthorn is a missed special case here
Is there a chance for Missive and maybe other C++ hardcoded mods to be separated into a config
Blacklist Collections already get loaded from file, there are examples in the mod package. I am not motivated to evangelize this feature but it's there if you want to try it. Missives has special case logic though. Blacklisting is for simpler 'non-active' items.
How one would go about squelching all the loot messages from flora/ingredients?
This has been discussed multiple times here and is not fixable afaik - some of the messages seem to be outside this mod's ability to suppress. I have in mind an alternative approach to loot notification but that's not even WIP yet, and might not get rid of the unwanted critter message subset.
Thanks for the pointers. Already knew about blacklists collections, I used that feature to remove some "Do not delete" items generated by Thief Guild Requirements. Was more "are you considering to..." for the C++ SKSE dll. Regarding Ingredients, I already use Notification Filter - Remove unwanted notifications to filter down many of them, I guess I will need to add more.
Thank you for the amazing mod , it has made my Skyrim gameplay a million times better!!!
I dont know is it all invisibility or just the CreationsClub spell "Orum's Aquatic Escape", but the mod loots (and breaks invisibility) even with the option to not loot while magically invisible. Thanks again for making this awesome mod!
Are you the same person that reported this Github issue? Please use Logging DLL to attach a log to that if not. https://github.com/SteveTownsend/SmartHarvestSE/issues/567
hi, I installed this mod hours ago Explosive Barrel - OIF Explosive Barrel - OIF at Skyrim Special Edition Nexus - Mods and Community it add explosive barrel in skyrim ,and Smart Harvest auto looted that misc item, and I cannot put it into blacklist, as it told me the explosive barrel is a quest target. do you have any solution? Englist is not my native language , I hope you can unstand what I said.
I have a fix for this ready for release. Be aware that the Explosive Barrel mod can break quests, because it randomly replaces very common Containers that may contain vital quest items with its own Explosive Barrels. I have reached out to the MA to suggest a safer alternate approach. To be clear, this is not likely to be a widespread problem but irritating if it happens. My fix for this mod will be needed either way.
Question about inventory excess rule. So, for armor i tried to set up by weight only, set it up to 500 and does item count has to be at the max too? I usually looted a lot more than just 5 for one item .... im greedy :D I had item count set to 0 (thinking that it would just use the weight), every loot ended up sent to my chest at home.
What i am trying to do : i want to hold on to every armor i looted so i can sell them before going home, and send back the special trophy armor, preferably send back special armor BEFORE selling all my loot so i dont accidentally sell them (we all done this once or twice yes?)
For now my workaround is to set it to no limits when im going out, then set it to the container i want when i need to unload that special armor. Is there a better way? no prob if this is the only workaround, i am very thankful already that this feature exists!
Probably a bug. I don't think 0 limit should be enforced if you specify a non-zero weight. You should not have to specify both to use either one of the limits {count, weight} alone.
How i set it: Armor - Home container Count - 0 Weight - 500
Should hold on to as many armor of one kind up to 500 of weight
So i set it correctly? This is first time i use this feat, so if its bug from other mods i wouldnt know :( What kind of mod would conflict with this? Just so i have an idea where to start looking, because i also has this intermittent issue with cast iron pot marked as quest item. Nevertheless, i keep doing my workaround then :). Thanks for lightning speed reply!
Yes, that should work as you intended, and if I am right not hard to fix. There are some unexpected quest items due to being ultra-conservative about auto-loot breaking a quest. Cast Iron Pot is a new one on me, though. I see where that is coming from and it might inform a fix to narrow the annoyance a bit.
Oh, the cast iron pot issue is intermittent, one playthrough both kind marked as quest item, another playthrough none marked as quest item, another playthrough it was cast iron pot and paper roll 😅 , this time only one kind od cast iron, so could be issue on my end. Thank you again
Yeah I am reworking Quest Target identification, next build will have experimental changes to try to clean this area up further. in this build, the specific REFR gets blacklisted but the item does not. 17:05:40.072 57972 T Blacklist Forced RefAlias ALFR as Quest Target Item 0x3e099ded to Base Cast Iron Pot/0x000318fb (6 placed)
4112 comments
Use blacklist hotkey long press to get a screen grab. Post it here with your question.
v1.10.0.0 loot failure diagnostics
Starting with this revision there is a quick way to check failure-to-loot on the item in-world. Get the item in the crosshair, then long-press the blacklist hotkey for over 3 seconds.
You should get a message printed telling you why the item failed to be looted, player location and detection state, and the item's loot type. The information also goes into SmartHarvestSE.log.
If you can then work out how to fix this in your settings, go ahead. If not, send a screenshot and we will get it sorted. After all, who knows, maybe the mod still has a bug or two...
Problems with autoloot especially mining ore if not playing in English
I've added an article here if you are not playing in English.
Hope this helps, and sorry for being so slow to think about this when people reported problems using CCOR, which I know works.
v5.0.0 uploaded after conversion to use CommonLibSSE-NG.
I have not tested this extensively, but it runs OK as far as I have checked on 1.5.97 binaries. This version should work on any current Steam SkyrimSE.exe. If NG updates to support GOG, then that should not be hard to support.
No VR support - there is too much PlayerCharacter usage still unsupported by RE.Experimental VR support added in v5.8.0April 16 2023
Work round for GOG edition not starting up properly, h/t remizik
I'm using the last GOG version of SkyrimSE (1.6.659).
I had to use the "All in one (Anniversary Edition)" of the "Address Library for SKSE Plugins", the Special Edition one doesn't work apparently, I get an error on start.
Looks like SmartHarvest is started but I can't see it in the MCM (I can see other mods like SkyUI in it)
Any idea?
Thanks
FIXED ! with the console command "setstage SKI_ConfigManagerInstance 1" (found here : https://old.reddit.com/r/skyrimmods/comments/38cgwe/mcm_not_displaying_mods/ )
Also, can someone please explain what this loot transfer is and how to use it? I mean, I get the whole add a container thing, but what does it do?
In the meantime, it's not hard to set this up manually if you know how to use SSEEdit to find FormIDs. A manual approach is preferable to avoid the limits on Form list size in Papyrus, but the items would not be visible in the MCM. Personally I think that's better, as the Blacklist and Whitelist in MCM can then be used situationally instead of for a list of things you always want to exclude. There is a Blacklist sample in the mod shipped file shown here:
Whitelist can be set up via Collections too - in fact that's a more normal use case. See this file:
1. Set up any transfer containers you wish to use for excess loot in the supported categories.
This is done using long press Pause hotkey on an allowed target. Removal can be done in MCM or by another long press. A target that is currently set for use by an item category cannot be removed and will be greyed out in the MCM.
If you only want to sell or leave behind excess loot, this step is not necessary.
2. Once your containers are prepared, they can be targeted for transfer using the MCM page below.
A category of loot can be limited in inventory using one or both of item count and item aggregate weight limit. The limits apply per-item, not for the entire category. If you set item count to 0, no items will be retained.
Exemptions are applied for
- Favorites
- Quest Items
- Equipped
- Worn
- Player-Enchanted
- Tempered
so that those don't get transferred. For player-enchanted and tempered items, this is to avoid reversion to the vanilla form of the item.An item category can also be unhandled as excess (No Limits - the default), or set to Leave Behind, or to Convert to Septims using a configured percentage of the item's value. Using 0% of value works as a delete excess items option.
To manually handle loot that falls into these categories - for example to make a run from a target container to a vendor to sell stuff you decided you don't want to keep after all - you should pause Smart Harvest for a while. Otherwise, items you pick up from the target container will just be sent back there on the next Excess Inventory pass.
Excess Inventory rules do not interact with auto-looting at all except when categories are configured to Leave Behind excess items.
It should be clear that setting up to Sell excess items, and setting up item limit 0 are both rather final, so use with care.
To check the handling of an item or manually dispose of it, Pause Smart Harvest and then use Pause hotkey in the Inventory Menu. This pulls up a menu that allows you to check or dispose of that item.
Got CTD on upgrade?
Ugh, sorry. I have not played the game in a while and only have new games to test upgrade with.
Send me the crash log. The following steps worked for the person who reported this:
How do I mark a container as a loot transfer destination?
Select chest in the crosshair and press Pause hotkey. Press hotkey again to toggle off, or uncheck the container in the MCM. You cannot uncheck containers that are currently selected as Targets for an object type.
OK, so why does my favourite container X not work with the hotkey?
Currently the set of possible targets is restricted to be those accessible via crosshair, and only when player is inside a Player House. This was a safe and somewhat intuitive first step. I hope to expand the list of possible targets in future drops. For example, v3.9.0.0 adds containers from the Magic Chest Spell with Multi Linked Containers mod. I am also thinking about how to access configured Target containers in-game or from the Player Inventory Menu. User ideas and input welcome.
When using excess inventory handling, how do I pick up the excess inventory to take it to the store and sell it?
Pause loot scanning before you retrieve the container contents. Sell what you want. Unpause loot scanning.
Yes, but Pause/Unpause is broken now
Now that Pause hotkey is overloaded for crosshair items, it will no longer pause/unpause if you have anything in the crosshair. The behaviour in that case is either to toggle a valid container on/off Transfer List, or to print a message if highlighted item is not valid for that.
Why are there fewer object types for Excess Inventory?
I combined the full list of nearly 30 into 18 buckets to make this easier to scroll through. I hope the categories are intuitive.
Where did loot type light go?
Removed. This only included Torch and one other item. They are included in clutter now.
How do I treat known enchantments as normal items?
Use new option in the Do this if item is enchanted list. If an item is enchanted with all effects known to player, it can be treated for autoloot purposes as if it's not enchanted, if player desires.
How do I force pickup of ingredients with unknown effects?
Use new checkbox option Always take unknown ingredient. If an ingredient has all effects known, autoloot decision uses the regular ingredient rules.
Guys, make sure you follow the script save clean process.
Before following the steps, make sure you disable the mod, start the game, play for some minutes, go inside a house, cave, or building, do a tp using the map, and save your game, now's when you can do the following steps.
When the steps are all done, you can install this mod.
The recent changes are painful because I have not taken the time to test it all exhaustively, but foundational for an improved mod going forward.
This is the best QoLife mod for Skyrim!
Would you please consider adding a hotkey to easily toggle between "No crime" and "steal everything" modes?
So that the player can swiftly switch when going into thieving sprees and trespassing?
Right now going into the MCM to toggle between the two modes every time is a bit impractical.
Thank you again.
I've already checked the Visual C+ Runtime and the mod requirements and everything is in order.
The error is that the Address Library for SKSE Plugins is missing, but my game version (1.6.1170.0) is installed.
imagebase = 00007FF697100000
reloc mgr imagebase = 00007FF697100000
config path = C:\My Games\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.ini
plugin directory = C:\My Games\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\
scanning plugin directory C:\My Games\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\
checking plugin MergeMapper.dll
checking plugin SmartHarvestSE.dll
loading plugin "MergeMapper"
plugin MergeMapper.dll (00000001 MergeMapper 01050000) loaded correctly (handle 1)
loading plugin "SmartHarvestSE"
plugin SmartHarvestSE.dll (00000001 SmartHarvestSE 06020020) couldn't load plugin 1114 (handle 2)
dispatch message (0) to plugin listeners
no listeners registered
dispatch message (1) to plugin listeners
no listeners registered
Can you please get a screenshot of the directory SKSE/Plugins where the mod is installed? Failing that do dir there in command prompt and paste the output?
e.g.
Directory of J:\OmegaLoTD\Tools\mods\Smart Harvest SE\SKSE\Plugins
05/02/2025 02:06 PM <DIR> .
11/09/2022 01:59 PM <DIR> ..
04/26/2025 03:57 PM 973 SHSE.Builtin.SpecialCases.json
05/01/2025 02:20 PM 1,706 SHSE.Collections.BlackList.json
04/26/2025 03:57 PM 1,096 SHSE.Collections.BlackList.json.bak
05/01/2025 02:03 PM 4,614 SHSE.Collections.ManualLoot.json
05/02/2025 02:17 PM 1,124 SHSE.Collections.Ordinator.json
05/02/2025 02:15 PM 1,125 SHSE.Collections.Ordinator.json.bak
04/27/2025 05:56 PM 10,639 SHSE.Collections.Uniques.json
04/26/2025 03:57 PM 1,311 SHSE.ExcessInventory.Sticky.json
04/26/2025 03:57 PM 7,642 SHSE.SchemaCollections.json
04/26/2025 03:57 PM 3,058 SHSE.SchemaFilters.json
04/26/2025 03:57 PM 7,579 SmartHarvestSE.Defaults.ini
05/09/2025 04:59 PM 9,533,952 SmartHarvestSE.dll
04/26/2025 03:57 PM 7,534 SmartHarvestSE.ini
05/09/2025 04:59 PM 92,418,048 SmartHarvestSE.pdb
14 File(s) 102,000,401 bytes
2 Dir(s) 436,541,050,880 bytes free
I've already tested it and it's not my mods.
Data\SKSE\Plugins\MergeMapper.dll (MergeMapper)
Data\SKSE\Plugins\MergeMapper.pdb (MergeMapper)
Data\SKSE\Plugins\MergeMapper.yaml (MergeMapper)
Data\SKSE\Plugins\SHSE.Builtin.SpecialCases.json (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SHSE.Collections.BlackList.json (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SHSE.Collections.ManualLoot.json (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SHSE.ExcessInventory.Sticky.json (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SHSE.SchemaCollections.json (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SHSE.SchemaFilters.json (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SmartHarvestSE.Defaults.ini (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SmartHarvestSE.dll (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SmartHarvestSE.ini (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\SmartHarvestSE.pdb (Smart Harvest NG AutoLoot)
Data\SKSE\Plugins\versionlib-1-6-1130-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-1170-0-1.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-1170-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-1179-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-317-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-318-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-323-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-342-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-353-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-629-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-640-0.bin (Address Library for SKSE Plugins)
Data\SKSE\Plugins\versionlib-1-6-659-0.bin (Address Library for SKSE Plugins)
Pasta de C:\Games\Mods Skyrim\mods\Smart Harvest NG AutoLoot\SKSE\Plugins
09/05/2025 20:04 <DIR> .
09/05/2025 20:04 <DIR> ..
06/05/2025 18:39 973 SHSE.Builtin.SpecialCases.json
06/05/2025 18:39 1.706 SHSE.Collections.BlackList.json
06/05/2025 18:39 4.405 SHSE.Collections.ManualLoot.json
06/05/2025 18:39 1.311 SHSE.ExcessInventory.Sticky.json
06/05/2025 18:39 7.642 SHSE.SchemaCollections.json
06/05/2025 18:39 3.058 SHSE.SchemaFilters.json
06/05/2025 18:39 7.584 SmartHarvestSE.Defaults.ini
06/05/2025 18:39 2.689.024 SmartHarvestSE.dll
06/05/2025 18:39 7.539 SmartHarvestSE.ini
06/05/2025 18:39 44.658.688 SmartHarvestSE.pdb
10 arquivo(s) 47.381.930 bytes
2 pasta(s) 753.910.657.024 bytes disponíveis
Do you have the latest VC++ redistributable installed? Link is here
WeaponSrX, you also on a Windows 10 machine by chance? Sorry to necro this thread two weeks later.
When I'm in Drelas' Cottage, I can't seem to set a transferlist target, even if I spawn a safe chest (000F3923, which the console confirms is "Safe"). Any ideas?
Thanks again!
Dynamically-spawned references are specifically excluded anywhere.
i have a small problem, everything works (incl all settings in mcm) but hotkeys do nothing, U,K,G keys do nothing, not on taps, not on holds, nothing
i even changed all keys, saved, restarted the game etc
so i cant use the blacklist/whitelist/pause features
edit : i also tried putting this last in the load order, still no
edit : i uninstalled the mod, cleaned save with resaver, reinstalled, now keys work, welp
After a long testing session I discovered some issue, which I will open few bugs for. But I also have some investigative questions:
https://github.com/SteveTownsend/SmartHarvestSE/blob/cd2f6c2a2ff4d8608f328f16ae7c983f3af6ca25/src/Data/dataCase.cpp#L447
Perhaps Blackthorn is a missed special case here
Missives has special case logic though. Blacklisting is for simpler 'non-active' items.
I have in mind an alternative approach to loot notification but that's not even WIP yet, and might not get rid of the unwanted critter message subset.
Regarding Ingredients, I already use Notification Filter - Remove unwanted notifications to filter down many of them, I guess I will need to add more.
I dont know is it all invisibility or just the CreationsClub spell "Orum's Aquatic Escape", but the mod loots (and breaks invisibility) even with the option to not loot while magically invisible.
Thanks again for making this awesome mod!
For the mod to start working, I need to exit and re-enter the dungeon or location.
It didn't used to be like that; it started working this way after the update
https://github.com/SteveTownsend/SmartHarvestSE/issues/567
it add explosive barrel in skyrim ,and Smart Harvest auto looted that misc item, and I cannot put it into blacklist, as it told me the explosive barrel is a quest target.
do you have any solution? Englist is not my native language , I hope you can unstand what I said.
Tracking as https://github.com/SteveTownsend/SmartHarvestSE/issues/574
Be aware that the Explosive Barrel mod can break quests, because it randomly replaces very common Containers that may contain vital quest items with its own Explosive Barrels.
I have reached out to the MA to suggest a safer alternate approach. To be clear, this is not likely to be a widespread problem but irritating if it happens. My fix for this mod will be needed either way.
What i am trying to do : i want to hold on to every armor i looted so i can sell them before going home, and send back the special trophy armor, preferably send back special armor BEFORE selling all my loot so i dont accidentally sell them (we all done this once or twice yes?)
For now my workaround is to set it to no limits when im going out, then set it to the container i want when i need to unload that special armor. Is there a better way? no prob if this is the only workaround, i am very thankful already that this feature exists!
You should not have to specify both to use either one of the limits {count, weight} alone.
Armor - Home container
Count - 0
Weight - 500
Should hold on to as many armor of one kind up to 500 of weight
So i set it correctly? This is first time i use this feat, so if its bug from other mods i wouldnt know :( What kind of mod would conflict with this? Just so i have an idea where to start looking, because i also has this intermittent issue with cast iron pot marked as quest item. Nevertheless, i keep doing my workaround then :). Thanks for lightning speed reply!
There are some unexpected quest items due to being ultra-conservative about auto-loot breaking a quest. Cast Iron Pot is a new one on me, though. I see where that is coming from and it might inform a fix to narrow the annoyance a bit.
17:05:40.072 57972 T Blacklist Forced RefAlias ALFR as Quest Target Item 0x3e099ded to Base Cast Iron Pot/0x000318fb (6 placed)